NVIDIA GameWorks Integration

I had both Screenspace AO’s off on purpose so they didn’t influence the VXAO whatsoever but yeah, for small details HBAO+ is actually very sweet.
SSAO not so much. It’s got it’s uses but most of that is already filed by VXAO. SSDO would be a very nice middle filler but alas. We know where to find that one.

From my limited playing with things right now I’d say the one major limiter on good quality VXAO/VXGI in larger outdoor scenes (no not talking 8x8km maps )
is that you just run out of voxels way too quickly and boosting them to them (mapsize 256) is such a performance killer that one might wonder why that mapsize
is accessible in the first place. Guess it could come in handy with output from cinematics. For RT it’s unusable.
In the latest version we have VXGI anchor gizmo introduced. It basically shifts the point of origin for Voxelization LOD0. I’m very much hoping NVIDIA will
elaborate on system. Ideally I want to be able to draw or set a Voxel Volume(s) where I can get more consitent/stable lighting over longer range.
Not sure if that’s doable at all. Probably very tricky indeed.